I will be there with media that is not designed for yesterday, is not backwards compatible, and is wholly invested in the future.

Innovation may be a simple thing, like a better mousetrap. It may also be a complex thing that disrupts every which way. Humaginarium has a toe in the water of complex innovation.

I talk a lot about about bending the curve of bioscience in order to make it more relevant and interesting to regular folks. That’s one way to innovate: for example, by creating enjoyable content derived from radiography and microscopy that can be understood and used by blokes playing video games. Not so they’ll play doctor in a make-believe clinic, but in order to help them find and choose believable paths to wellness. That’s what I mean by “empower self-care.”

Humaginarium is also bending the curve of commercial games in order to make them more meaningful and consequential. Technologies like interactive storytelling, CGI, unlocking levels, and existential conflict scenarios are used to run half the entertainment algorithms, the dazzling half known as escapism. I want to run the other half too: the ancient medical salve known as catharsis, flourishing in the interstices between art and science. People will think better about their physical selves in the real world after they play around with our outrageous fantasies. That’s innovative too.

We’re likewise bending curve of execution in order to make products faster, better, cheaper. As Amazon Web Services says: don’t pick two, take all three! That’s innovation even a venture capitalist may appreciate. I’ve watched infrastructure as a service (IAAS) emerging for about 10 years; now it’s approaching prime time. I’m embracing it like the answer to my prayers, which in fact it is. IAAS lets me achieve practical and strategic goals with the wisdom of the commons and without wasting millions of dollars on crap like square feet and executive bathrooms.

We’re also bending the curve of delivery by streaming high-quality game entertainment from the cloud to all devices. No downloading, no consoles, no costly gaming PCs. Just instant access to video games the same way movies are accessed on Netflix and Amazon Prime. As the issue of latency crumbles, constraints on the video game market will burst. I will be there, with my toe in the water, casting exciting media that is not designed for yesterday, is not backwards compatible, and is wholly invested in the future. Dangerously innovative!

There is one more thing to mention here. We are bending the curve of enactment. This is very much on my mind as I approach the NIH for seed funding. By enactment I mean bridging the gap between learning (thinking) and doing (behaving). This innovation is so rare and desirable that it could be called fool’s gold, but not this time. Influences like behavioral economics and positive psychology push me forward, full of optimism, that we will reliably produce valuable outcomes. Humaginarium will ride them to a new level of achievement with video games that are great works of art; art that not only fills people with wonder, but also leads them out of their fearful fantasies and into objective reality where, more than ever before, sublime differences in the quality of life can be made.

Author: Robert S. Becker, Phd

Founder and CEO of Humaginarium LLC

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